Bullet Collision Detection & Physics Library
btKinematicCharacterController.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
18 #define BT_KINEMATIC_CHARACTER_CONTROLLER_H
19 
20 #include "LinearMath/btVector3.h"
21 
23 
25 
26 
27 class btCollisionShape;
28 class btConvexShape;
29 class btRigidBody;
30 class btCollisionWorld;
33 
38 {
39 protected:
40 
42 
44  btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
45 
53  btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
54  btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
56 
58 
60 
61  btScalar m_addedMargin;//@todo: remove this and fix the code
62 
67 
69 
70  //some internal variables
74 
77 
80 
83 
86 
94 
95  static btVector3* getUpAxisDirections();
97  bool full_drop;
98  bool bounce_fix;
99 
100  btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
101  btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
102  btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
103 
104  bool recoverFromPenetration ( btCollisionWorld* collisionWorld);
105  void stepUp (btCollisionWorld* collisionWorld);
106  void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
107  void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
108  void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
109 
110  virtual bool needsCollision(const btCollisionObject* body0, const btCollisionObject* body1);
111 
112  void setUpVector(const btVector3& up);
113 
114  btQuaternion getRotation(btVector3& v0, btVector3& v1) const;
115 
116 public:
117 
119 
120  btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, const btVector3& up = btVector3(1.0,0.0,0.0));
122 
123 
125  virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime)
126  {
127  preStep ( collisionWorld);
128  playerStep (collisionWorld, deltaTime);
129  }
130 
132  void debugDraw(btIDebugDraw* debugDrawer);
133 
134  void setUp(const btVector3& up);
135 
136  const btVector3& getUp() { return m_up; }
137 
143  virtual void setWalkDirection(const btVector3& walkDirection);
144 
150  virtual void setVelocityForTimeInterval(const btVector3& velocity,
151  btScalar timeInterval);
152 
153  virtual void setAngularVelocity(const btVector3& velocity);
154  virtual const btVector3& getAngularVelocity() const;
155 
156  virtual void setLinearVelocity(const btVector3& velocity);
157  virtual btVector3 getLinearVelocity() const;
158 
159  void setLinearDamping(btScalar d) { m_linearDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
160  btScalar getLinearDamping() const { return m_linearDamping; }
161  void setAngularDamping(btScalar d) { m_angularDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
162  btScalar getAngularDamping() const { return m_angularDamping; }
163 
164  void reset ( btCollisionWorld* collisionWorld );
165  void warp (const btVector3& origin);
166 
167  void preStep ( btCollisionWorld* collisionWorld);
168  void playerStep ( btCollisionWorld* collisionWorld, btScalar dt);
169 
170  void setStepHeight(btScalar h);
171  btScalar getStepHeight() const { return m_stepHeight; }
172  void setFallSpeed (btScalar fallSpeed);
173  btScalar getFallSpeed() const { return m_fallSpeed; }
174  void setJumpSpeed (btScalar jumpSpeed);
175  btScalar getJumpSpeed() const { return m_jumpSpeed; }
176  void setMaxJumpHeight (btScalar maxJumpHeight);
177  bool canJump () const;
178 
179  void jump(const btVector3& v = btVector3(0, 0, 0));
180 
181  void applyImpulse(const btVector3& v) { jump(v); }
182 
183  void setGravity(const btVector3& gravity);
184  btVector3 getGravity() const;
185 
188  void setMaxSlope(btScalar slopeRadians);
189  btScalar getMaxSlope() const;
190 
191  void setMaxPenetrationDepth(btScalar d);
192  btScalar getMaxPenetrationDepth() const;
193 
194  btPairCachingGhostObject* getGhostObject();
195  void setUseGhostSweepTest(bool useGhostObjectSweepTest)
196  {
197  m_useGhostObjectSweepTest = useGhostObjectSweepTest;
198  }
199 
200  bool onGround () const;
201  void setUpInterpolate (bool value);
202 };
203 
204 #endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs...
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
Definition: btConvexShape.h:31
btCollisionObject can be used to manage collision detection objects.
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:29
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:62
virtual void updateAction(btCollisionWorld *collisionWorld, btScalar deltaTime)
btActionInterface interface
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:82
btManifoldArray m_manifoldArray
keep track of the contact manifolds
btVector3 m_walkDirection
this is the desired walk direction, set by the user
CollisionWorld is interface and container for the collision detection.
btKinematicCharacterController is an object that supports a sliding motion in a world.
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:403
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
Definition: btQuaternion.h:55
const T & btClamped(const T &a, const T &lb, const T &ub)
Definition: btMinMax.h:35
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292